Hecarim Build Guide by zoran-xp44
Not Updated For Current Season
Not Updated For Current Season
For runes i take litlle dmg and armor pene just to get easy jungling.With this runes i can jungle preaty easy and with no probs.But if u want u can also take a litlle as runes also for faster jungling.
For my masterys i take 9-14-7 geting litlle as and dmg and building my defense.For utility i take movement speed and reduce time spend dead.
For my summoners spells i take smite and ghoust so i caould maximaze dmg from E and could gank easyer.But if u want u can also take exhaust to slow your enemy so u could kill it easyer
I start with wolfs right after i go for blue golem.After i do blue golem i go to wraths,after them i go to samll golem camp.After i kill golems and get lvl 3 i go to get red.After red lizard i go rc.After i go re and buy boots i try to gank as many times i can to use my red buff to maximum.For my jungling items i start with armor+18 and 5 potions.I go re as soon i have money for boots.Devastating charge can knock someone back and gives you a speed boost. This is best used right after your ult because you want to knock the enemy towards your team. That is the key to this skill is is pretty much pointless if you knock someone out of danger
Now for his skills: (I'll be putting the skills in a laning game)
Q: good dps, but lacks creep farming abilities with its 50% reduction vs minions/monsters. I find Hecarim extremely hard to farm with in laning compared to other champions.
W: Again, looks like it would do good creep farming, but early game it does next to nothing. Not to mention when you're under pressure from the enemy champs. In team fights, this skill is AMAZING with the life steal, but when it comes to farming minions, it's lifesteal caps out.
E: Very long cooldown, but is good for chasing/retreating. Not much to talk about this really.
R: AMAZING. I love his ultimate. One well placed ult in a teamfight can change the outcome of the whole game. I do understand why this one has a longer cooldown than average.
What I would personally change?
Note: i'm not saying change all these, I'm saying some tweaks riot could do to make Hecarim better (not op).
Q: Change it to 25% less damage instead of 50%, Hecarim cant jungle that fast when his Q has a big disadvantage like that.
E: 2 possible options,
i) decrease the cooldown by a few seconds
ii) increase the duration of his speed by a second or so. Warpath(passive): Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
Rampage(Active Q): Hecarim cleaves nearby enemies, dealing physical damage. (50% damage to minions and monsters)If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
Cost: 25 mana
Cooldown: 4 seconds
Physical Damage: 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage)
Spirit of Dread(Active W): Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped.
Cooldown: 14 seconds
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30%
Minions Healing Cap: 60 / 90 / 120 / 150 / 180
Devastating Charge(Active E): Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Onslaught of Shadows(Active R): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Cooldown: 140 / 120 / 100 seconds
Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power)
Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
Skill Order - Q,W,Q,E,Q,R,Q,W,Q,W,R,W,W,E,E,R,E,E
Skill Sequence - (initiations) R,W,Q,E (ulti fears->W+Q combo-> E one person towards your team, not away) or E(if you can position them closer to your team),W,Q
Tips and Tricks
your Q can reset your auto attack
your W can gain you a lot of life if you activate Q immediately after
your E can do massive damage to turrets and can reposition carrys away from they're team
your R can go over small walls and if the opponents are outside of the lines of your charge they will take some dmg but will NOT be feared
all in all he is a pretty strong jungler with his ganks and his ulti initiation if you haven't tried him i would recommend him for fun factor
Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'s now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.
The commander led his soldiers to stand in Hecarim\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'s path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'s origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'You don\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'t understand...the shadows will consume us all...\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\' - Former Demacian Commander.
Very good early ganks with knock back (based on positioning of the gank)
Decent jungle clearing time (less than 3:30)
Good Initiate for team fights late game (based on tankines
When ganking you want to come in with as much movement speed as possible, by using your abilities. It is very important on which direction you colliade with the enemy champion; making the knockback into the ally in lane that will set-up for the gank. With Movement speed quints; you'll be able to be quite the surprise. FOCUS on ganking lanes where the enemy champion has their flash on cooldown.When starting a gank, you should start charging at them with your E from a bush or through lane. This will give you 400+ movement speed and you can usually get to them pretty quickly. When on them, attack them while your W is activated and spam your Q in between every attack. This will give you the most damage output.
You can initiate from bushes or over walls with your ultimate. This allows you to get onto them without them being able to react and you fear them for a second. With them feared, activate your W and start using your Q. You need to build up the charges on the Q so that you can spam it more. Once the fear is up, wait for them to run or flash and use your E to chase them. During this entire time, you're spamming W and Q when they are up.
Use your ultimate to initiate the team fight. You want to get onto everyone so that your fear applies to all of your targets. Next, engage on the AD or AP carries since you're the tank. You need to get them out of the fight and let your team focus on everything else. Spam your abilities on the carries, but try to stay in between a lot of them, since your W will leach more health. Make sure to use your Randuin's Omen when it's up on all of them with your initiation if you have it.
Tips and Tricks
Using your Ultimate
Your ultimate is very strong because it allows you to have an escape and it allows you to chase when a champion goes over a wall. It should be used sparingly because of the really long cool down, so make sure to use it only when you really need to. It's important to use the wall jumping to your advantage because you can chase enemies even if they have their flash up.
One of Hecarim's strengths is that he ignores unit collision. If you are in a lane, you can disengage by running through the creeps if they are stacked, because this blocks off the enemies chasing you. They have to run around the creeps if they are clumped up, giving you a bit of room to escape. You can also chase right through the creep wave, allowing you to close your gaps between you and the enemy.
Cassiopeia - Cassiopeia can sort of counter Hecarim because she can just kite him. Hecarim has to run at her, so if he is charging at a Cassiopeia, she can just ult him and kill him. She also slows him with her Miasma, hurting Hecarim's passive.
Janna - Janna can disengage from a Hecarim and stop him from getting near her team, making Hecarim useless. Her amount of CC is really strong against Hecarim.
Lulu - Lulu can also ruin a Hecarim's day. Hecarim needs to get near the enemy team due to his melee range, so Lulu's slows and CC is really going to hurt him.
"Behold the might of the Shadow Isles."
"Trample their bones."
"Crush them underfoot."
"Break their ranks."
"The living will fall."
"Send me to battle."
"The shadow approaches."
"I am beyond death."
"War is eternal."
"The grave calls."
"I do not rest."
"Their souls beg for release."
Joke (Hecarim skips around his weapon)
"Suffering is magic."
"Another blue ribbon for Hecarim."
"Your life is a burden. I bring you freedom!"
"You won't live to see your world destroyed."